I’m trying to create a material water where i can control the muddy according to its depth. For create it, I have used the “Volume Absorbiition” shader (recommended from help of Blender). I tried to add a falloff material to control the surface transparency but I’ve more problem.
Basically I want to control the falloff in the z axis (depth) of the material so that it appears transparent (or slightly) in surface and deep muddy.
Your example (thanks for the tip on the caustic with Light Path) is was my starting point for the creation of the material. Something I really need is a transparency based on falloff. For example (no real image):
As you will notice, the ball edges are blurred to get up to transparency, here’s why I used a map Normal/Fresnel/Coloramp (falloff?). How do I get to a result like the picture?
Thanks for support!
Edit: the strange value for Bup map is wanted to exaggerate the effect
I know what creates the IOR in the material Glass, but it does not create what I try to do. Could you give me an example or give a link where I can see your advice for separate reflection rays from refracted rays in material using fresnel?